[X3D-Public] Support for submeshes?

Tony Parisi tparisi at gmail.com
Tue Feb 5 11:19:43 PST 2013

Hmm maybe my rendering knowledge is out of date. Well if you are correct
than the only reason to have X3D support submesh materials is so that it's
truly one object for the purposes of picking and so on. And even then maybe
it's only an efficiency, since the input sensors only return hitPoint,
hitNormal etc. and those values would be the same whether you have one or
more Shape nodes in that part of the hierarchy.


On Tue, Feb 5, 2013 at 10:27 AM, Michalis Kamburelis <
michalis.kambi at gmail.com> wrote:

> Tony Parisi wrote:
>> I guess if it's just for interchange, Michalis and Cecile are correct;
>> you can use Shape nodes all you want. It just won't render the way
>> expected in a compliant X3D player (you'll likely see seams).
> Why? You will not see seams if you use exactly the same sets of
> coordinates, sharing them by DEF/USE, for all shapes. GPUs guarantee a
> proper pixel fill here, if all the shapes are under the same
> transformation, and rendered internally by the same method (e.g. all by
> OpenGL display lists, or none by OpenGL display lists, all by shaders or
> none by shaders).
> Otherwise, the seams would be unavoidable, regardless if X3D has a special
> node for submeshes or not.
> Michalis

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